Ever played a game where you thought, "wow, this is a fun world, I'd like to GM a bit, but I don't want to take over the whole game"? This is a game born out of that fundamental desire. The desire to GM within a world, but also play and enjoy the scenery.

We are looking for 3 or more GMs to join us in a Mutants and Masterminds Third (3d) Edition game. Aka DC Adventures RPG. This is a game ONLY FOR GMs. There will be NO Only-Players.

About us- Freeclint, Narrow24, and myself already play together in a multiple-GM Star Wars Saga game called Lost Episodes. We've been going for around 18 months now, so we're pretty good at keeping our games going.

Game System- DC Adventures. Aka Mutants and Masterminds 3rd edition. Available now via pdf if you pre-order.

Atmosphere- Not dark, not four-color. The best way I can describe the atmosphere of the game is to say it like this- it's like an average tabletop group. It's not the super-serious drama group. It's not the we-so-funny can't-keep-on-track group. It's just an average group who crack jokes and get serious. The three already in the game love playing games and having fun, and the atmosphere reflects that.

Character Creation- Don't bother. We're not looking for characters. We're looking for GMs. GMs will make whatever characters they need whenever they need them. In fact, the PL and points have not even been finalized yet, so it's a moot question.

Game Format- Each GM will GM games, and each GM will play games. You'll probably play more than you GM, unless you love GMing that much. We're still discussing this, but this is the basic premise. Each GM will run a superhero through an origin story of 3-5 encounters. Then, GMs will run a group of superheroes through a story (again, 3-5 encounters). Multiple GMs may run a game at the same time, and supers may be in multiple stories at once. Each GM will be required to periodically contribute a game (we'll create a list if we have to). There will also be a central freeform continuity story where the superheroes can get together and relax and chat with each other.

Rules- We'll be using the MnM 3d edition rules, which is not much like 2d edition. Because these are new rules there will be disagreements on interpretation. Most decisions on disagreements will be made by simple majority voting. Since everyone is a GM, everyone has equal say in the future of the world we’ll be playing in. Then, here’s the tricky part, we’ll move on and not obsess over the decision if it goes for or against us.

Post Rate- 1/day Weekdays minimum. We're heavy posters and you will get left behind if you can't keep up. Weekends we tend to be hit or miss, so there is no weekend requirement.

How to apply- First, please express interest here. If for no other reason that it keeps this thread relevant for a while.

Second, think really, really, hard if this is the right game for you. You need to be the type of person who has a cooperative spirit. No one has absolute control over the future course of the world we’ll be playing in. Things that are sacred to you may not be sacred to others, and ultimately may be changed. This could be an incredibly rewarding game, but you have to have the right attitude coming in. Immaturity won’t work here.

Third, write an application. There is NO FORMAT for the application. Just like each person is a GM, we trust each person to come up with a good application. Maybe you want to write about you. Maybe you want to write about a character. Maybe you want to write a story. Any and or all of those are fine applications. Think of it as your first chance to be creative in a game that requires creativity. Private text boxes should include freeclint and narrow24.

PS- We're still working out a lot of lore in the forums.

Lore- The year is 1970. It's a new decade and the free world is in desperate need of hope. Six years of Vietnam have depressed the American psyche. Nixon has a firm grasp of the Presidency while his nemesis, Leonid Breznev, keeps pushing for an end, a Soviet end, to the Cold War.

The Americans are feeling a bit of triumph, though. For the first time in recorded history a man has stood on the moon, carried there by the Stark Enterprises created Apollo lunar module. Lexcorp prepares its own module for the second visit.

The My Lai Massacre in Vietnam is still hotly debated in the media. Charles Manson is still at large after his cult commits murder in a Hollywood home. Violence wracks Ireland as the country sues for freedom from Britain.

Sesame Street premieres. Monty Python's Flying Circus does too. The Beatles are still releasing albums, and Elvis is still alive (and getting fat).

The First Generation of heroes appeared during World War II. Led by Wonder Woman and Captain America, these heroes fought against the Axis in a desperate attempt to prevent the fall of freedom throughout the world. Only with the destruction of two supervillains, Ra's al Ghul in Hiroshima (former liaison to Nazi Germany) and Dr. Doom in Nagasaki was the war ended.

After the end of the war the heroes quickly faded from the spotlight. Most of the heroes went home, back to families and the simpler life. The world didn't need them anymore. A few stayed in the press, though, and involved themselves with politics. Their desire was to ensure that never again would villains gain enough power and momentum to throw the world into war. They enacted tough laws, many under put to paper by Senator Joseph McCarthy, requiring anyone with exceptional abilities to register with the United States Department of Extra-Human Affairs aka the Government Heroes Act (GHA).

And life moved on.

Things began to darken in the 1960s. The Cuban Missile Crisis left the world seconds from destruction, but for the brave efforts of The Flash (who has remained in the public eye). Television made it possible for the average citizen to see what was happening in the world within a day, instead of within a month. What they saw scared them.

Heroes, and villains, seemed to be emerging again.

In small pockets around the world, a few people are feeling tinges inside. Something is changing in their bodies, and it's not the same as puberty. Be it a little bit more strength, or a little quicker at getting stuff done, or maybe even finally understanding that the heck that girl in the mailroom is thinking, a few people are discovering that their world is changing.

Somewhere else, an old man is walking down the street, limping and leaning on a cane. He's whistling a Greek sailing song, and he's looking for someone. Someone… just a little bit different.

Game Description:

The year is 1970. It's a new decade and the free world is in desperate need of hope. Six years of Vietnam have depressed the American psyche. Nixon has a firm grasp of the Presidency while his nemesis, Leonid Breznev, keeps pushing for an end, a Soviet end, to the Cold War.

The Americans are feeling a bit of triumph, though. For the first time in recorded history a man has stood on the moon, carried there by the Stark Enterprises created Apollo lunar module. Lexcorp prepares its own module for the second visit.

The My Lai Massacre in Vietnam is still hotly debated in the media. Charles Manson is still at large after his cult commits murder in a Hollywood home. Violence wracks Ireland as the country sues for freedom from Britain.

Sesame Street premieres. Monty Python's Flying Circus does too. The Beatles are still releasing albums, and Elvis is still alive (and getting fat).

And somewhere, a bunch of ordinary people begin to feel a bit exceptional.

I'm really only familiar with second edition of M&M. Is there much of a difference between the two versions? I'm only hesitant because I think the system for 2nd is really smart and I'm not sure if I'll like the major changes in the version transfer.

If I do end up joining I'll also need to pre-order the book so I can actually make a character.

There are differences. Naturally opinions vary on whether they're good or bad (go figure). It's not a completely different system but they have changed enough where you can't do a simple import of 2d characters.

Honestly, I bet you wouldn't even need the rules: I could easily convert a 2E character for you and explain the changes so you'd know exactly what rolls to make when. (Disclosure: I am quite disappointed with 3E; most of the changes they made were good, but it really wasn't worth a new edition; it's more like 2.5 than 3. I'm not averse to giving Green Ronin my money, but IMO the DCA book isn't even worth its PDF price, let alone its hardcover price.)